Date of Award
5-4-2017
Document Type
Thesis
College
Richard W.Riley College of Education
Degree Program
Physical Education, Sport, and Human Performance
Degree Name
Master of Science
Thesis Advisor
Dr. Seth Jenny
Committee Member
Dr. David Schary
Committee Member
Dr. Shelley Hamill
Keywords
Xbox Kinect, Virtual, Motion-based video gaming, Active video gaming
Abstract
The purpose of this mixed-methods multi-phase study was to compare the similarities and differences of three common tennis strokes performed by National Collegiate Athletic Association Division I tennis players in an authentic and motion-based video game (MBVG) environment. Moreover, the perceived effectiveness of using MBVGs as a pedagogical tool was also examined. Statistical analyses revealed that the forehand, backhand, and serve were performed significantly different in the authentic and MBVG environments. However, the participants perceived that the MBVG forehand and serve were similar to the authentic environment. In addition, the participants perceived several positives and negatives of utilizing MBVGs when teaching sports skills, particularly in reference to beginner and experienced tennis athletes. Implications of these findings for physical educators and coaches are discussed.
Recommended Citation
Noble, Kristy M., "Virtual and Authentic Tennis: Similarities and Differences of Three Common Tennis Strokes" (2017). Graduate Theses. 60.
https://digitalcommons.winthrop.edu/graduatetheses/60